map builder module

This commit is contained in:
Llywelwyn 2023-07-15 11:01:50 +01:00
parent 6302951694
commit 7e4953f096
5 changed files with 156 additions and 114 deletions

View file

@ -14,6 +14,7 @@ mod rect;
pub use rect::Rect;
mod gamelog;
mod gui;
pub mod map_builders;
mod saveload_system;
mod spawner;
mod visibility_system;
@ -143,11 +144,14 @@ impl State {
// Build new map
let worldmap;
let current_depth;
let player_start;
{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
current_depth = worldmap_resource.depth;
let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
*worldmap_resource = Map::new_map_rooms_and_corridors(&mut rng, current_depth + 1);
let (newmap, start) = map_builders::build_random_map(&mut rng, current_depth + 1);
*worldmap_resource = newmap;
player_start = start;
worldmap = worldmap_resource.clone();
}
@ -157,15 +161,14 @@ impl State {
}
// Place the player and update resources
let (player_x, player_y) = worldmap.rooms[0].centre();
let mut player_position = self.ecs.write_resource::<Point>();
*player_position = Point::new(player_x, player_y);
*player_position = Point::new(player_start.x, player_start.y);
let mut position_components = self.ecs.write_storage::<Position>();
let player_entity = self.ecs.fetch::<Entity>();
let player_pos_comp = position_components.get_mut(*player_entity);
if let Some(player_pos_comp) = player_pos_comp {
player_pos_comp.x = player_x;
player_pos_comp.y = player_y;
player_pos_comp.x = player_start.x;
player_pos_comp.y = player_start.y;
}
// Dirtify viewshed
@ -196,10 +199,13 @@ impl State {
// Build a new map and place the player
let worldmap;
let player_start;
{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
*worldmap_resource = Map::new_map_rooms_and_corridors(&mut rng, 1);
let (newmap, start) = map_builders::build_random_map(&mut rng, 1);
*worldmap_resource = newmap;
player_start = start;
worldmap = worldmap_resource.clone();
}
@ -209,7 +215,7 @@ impl State {
}
// Place the player and update resources
let (player_x, player_y) = worldmap.rooms[0].centre();
let (player_x, player_y) = (player_start.x, player_start.y);
let player_entity = spawner::player(&mut self.ecs, player_x, player_y, "Player".to_string());
let mut player_position = self.ecs.write_resource::<Point>();
*player_position = Point::new(player_x, player_y);
@ -524,23 +530,22 @@ fn main() -> rltk::BError {
gs.ecs.register::<SerializationHelper>();
gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
// Create RNG.
// Create seed.
let mut rng = rltk::RandomNumberGenerator::new();
// Use seed to generate the map.
let map = Map::new_map_rooms_and_corridors(&mut rng, 1);
let (map, player_start) = map_builders::build_random_map(&mut rng, 1);
// Insert seed into the ECS.
gs.ecs.insert(rng);
let (player_x, player_y) = map.rooms[0].centre();
let player_name = "wanderer".to_string();
let player_entity = spawner::player(&mut gs.ecs, player_x, player_y, player_name);
let player_entity = spawner::player(&mut gs.ecs, player_start.x, player_start.y, player_name);
for room in map.rooms.iter().skip(1) {
spawner::spawn_room(&mut gs.ecs, room, 1);
}
gs.ecs.insert(map);
gs.ecs.insert(Point::new(player_x, player_y));
gs.ecs.insert(Point::new(player_start.x, player_start.y));
gs.ecs.insert(player_entity);
gamelog::setup_log();

View file

@ -1,8 +1,7 @@
use super::Rect;
use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, RGB};
use rltk::{Algorithm2D, BaseMap, Point, Rltk, RGB};
use serde::{Deserialize, Serialize};
use specs::prelude::*;
use std::cmp::{max, min};
use std::collections::HashSet;
use std::ops::{Add, Mul};
@ -15,7 +14,6 @@ pub enum TileType {
pub const MAPWIDTH: usize = 80;
pub const MAPHEIGHT: usize = 43;
const MAX_OFFSET: u8 = 32;
pub const MAPCOUNT: usize = MAPHEIGHT * MAPWIDTH;
#[derive(Default, Serialize, Deserialize, Clone)]
@ -45,30 +43,23 @@ impl Map {
(y as usize) * (self.width as usize) + (x as usize)
}
fn apply_room_to_map(&mut self, room: &Rect) {
for y in room.y1 + 1..=room.y2 {
for x in room.x1 + 1..=room.x2 {
let idx = self.xy_idx(x, y);
self.tiles[idx] = TileType::Floor;
}
}
}
fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
for x in min(x1, x2)..=max(x1, x2) {
let idx = self.xy_idx(x, y);
if idx > 0 && idx < (self.width as usize) * (self.height as usize) {
self.tiles[idx as usize] = TileType::Floor;
}
}
}
fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {
for y in min(y1, y2)..=max(y1, y2) {
let idx = self.xy_idx(x, y);
if idx > 0 && idx < (self.width as usize) * (self.height as usize) {
self.tiles[idx as usize] = TileType::Floor;
}
pub fn new(new_depth: i32) -> Map {
Map {
tiles: vec![TileType::Wall; MAPCOUNT],
rooms: Vec::new(),
width: MAPWIDTH as i32,
height: MAPHEIGHT as i32,
revealed_tiles: vec![false; MAPCOUNT],
visible_tiles: vec![false; MAPCOUNT],
lit_tiles: vec![true; MAPCOUNT], // NYI: Light sources. Once those exist, we can set this to false.
telepath_tiles: vec![false; MAPCOUNT],
red_offset: vec![0; MAPCOUNT],
green_offset: vec![0; MAPCOUNT],
blue_offset: vec![0; MAPCOUNT],
blocked: vec![false; MAPCOUNT],
depth: new_depth,
bloodstains: HashSet::new(),
tile_content: vec![Vec::new(); MAPCOUNT],
}
}
@ -92,81 +83,6 @@ impl Map {
content.clear();
}
}
/// Makes a procgen map out of rooms and corridors, and returns the rooms and the map.
pub fn new_map_rooms_and_corridors(rng: &mut RandomNumberGenerator, new_depth: i32) -> Map {
let mut map = Map {
tiles: vec![TileType::Wall; MAPCOUNT],
rooms: Vec::new(),
width: MAPWIDTH as i32,
height: MAPHEIGHT as i32,
revealed_tiles: vec![false; MAPCOUNT],
visible_tiles: vec![false; MAPCOUNT],
lit_tiles: vec![true; MAPCOUNT], // NYI: Light sources. Once those exist, we can set this to false.
telepath_tiles: vec![false; MAPCOUNT],
red_offset: vec![0; MAPCOUNT],
green_offset: vec![0; MAPCOUNT],
blue_offset: vec![0; MAPCOUNT],
blocked: vec![false; MAPCOUNT],
depth: new_depth,
bloodstains: HashSet::new(),
tile_content: vec![Vec::new(); MAPCOUNT],
};
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
for idx in 0..map.red_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
map.red_offset[idx] = roll as u8;
}
for idx in 0..map.green_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
map.green_offset[idx] = roll as u8;
}
for idx in 0..map.blue_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
map.blue_offset[idx] = roll as u8;
}
for _i in 0..MAX_ROOMS {
let w = rng.range(MIN_SIZE, MAX_SIZE);
let h = rng.range(MIN_SIZE, MAX_SIZE);
let x = rng.roll_dice(1, map.width - w - 1) - 1;
let y = rng.roll_dice(1, map.height - h - 1) - 1;
let new_room = Rect::new(x, y, w, h);
let mut ok = true;
for other_room in map.rooms.iter() {
if new_room.intersect(other_room) {
ok = false;
}
}
if ok {
map.apply_room_to_map(&new_room);
if !map.rooms.is_empty() {
let (new_x, new_y) = new_room.centre();
let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].centre();
if rng.range(0, 2) == 1 {
map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
map.apply_vertical_tunnel(prev_y, new_y, new_x);
} else {
map.apply_vertical_tunnel(prev_y, new_y, prev_x);
map.apply_horizontal_tunnel(prev_x, new_x, new_y);
}
}
map.rooms.push(new_room);
}
}
let stairs_position = map.rooms[map.rooms.len() - 1].centre();
let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
map.tiles[stairs_idx] = TileType::DownStair;
map
}
}
impl Algorithm2D for Map {

View file

@ -0,0 +1,29 @@
use super::{Map, Rect, TileType};
use std::cmp::{max, min};
pub fn apply_room_to_map(map: &mut Map, room: &Rect) {
for y in room.y1 + 1..=room.y2 {
for x in room.x1 + 1..=room.x2 {
let idx = map.xy_idx(x, y);
map.tiles[idx] = TileType::Floor;
}
}
}
pub fn apply_horizontal_tunnel(map: &mut Map, x1: i32, x2: i32, y: i32) {
for x in min(x1, x2)..=max(x1, x2) {
let idx = map.xy_idx(x, y);
if idx > 0 && idx < (map.width as usize) * (map.height as usize) {
map.tiles[idx as usize] = TileType::Floor;
}
}
}
pub fn apply_vertical_tunnel(map: &mut Map, y1: i32, y2: i32, x: i32) {
for y in min(y1, y2)..=max(y1, y2) {
let idx = map.xy_idx(x, y);
if idx > 0 && idx < (map.width as usize) * (map.height as usize) {
map.tiles[idx as usize] = TileType::Floor;
}
}
}

15
src/map_builders/mod.rs Normal file
View file

@ -0,0 +1,15 @@
use super::{spawner, Map, Position, Rect, TileType};
mod simple_map;
use simple_map::SimpleMapBuilder;
mod common;
use common::*;
use rltk::RandomNumberGenerator;
use specs::prelude::*;
trait MapBuilder {
fn build(rng: &mut RandomNumberGenerator, new_depth: i32) -> (Map, Position);
}
pub fn build_random_map(rng: &mut RandomNumberGenerator, new_depth: i32) -> (Map, Position) {
SimpleMapBuilder::build(rng, new_depth)
}

View file

@ -0,0 +1,77 @@
use super::{
apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, spawner, Map, MapBuilder, Position, Rect,
TileType,
};
use rltk::RandomNumberGenerator;
use specs::prelude::*;
pub struct SimpleMapBuilder {}
impl MapBuilder for SimpleMapBuilder {
fn build(rng: &mut RandomNumberGenerator, new_depth: i32) -> (Map, Position) {
let mut map = Map::new(new_depth);
let player_pos = SimpleMapBuilder::rooms_and_corridors(rng, &mut map);
return (map, player_pos);
}
}
impl SimpleMapBuilder {
fn rooms_and_corridors(rng: &mut RandomNumberGenerator, map: &mut Map) -> Position {
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
const MAX_OFFSET: u8 = 32;
for idx in 0..map.red_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
map.red_offset[idx] = roll as u8;
}
for idx in 0..map.green_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
map.green_offset[idx] = roll as u8;
}
for idx in 0..map.blue_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
map.blue_offset[idx] = roll as u8;
}
for _i in 0..MAX_ROOMS {
let w = rng.range(MIN_SIZE, MAX_SIZE);
let h = rng.range(MIN_SIZE, MAX_SIZE);
let x = rng.roll_dice(1, map.width - w - 1) - 1;
let y = rng.roll_dice(1, map.height - h - 1) - 1;
let new_room = Rect::new(x, y, w, h);
let mut ok = true;
for other_room in map.rooms.iter() {
if new_room.intersect(other_room) {
ok = false
}
}
if ok {
apply_room_to_map(map, &new_room);
if !map.rooms.is_empty() {
let (new_x, new_y) = new_room.centre();
let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].centre();
if rng.range(0, 2) == 1 {
apply_horizontal_tunnel(map, prev_x, new_x, prev_y);
apply_vertical_tunnel(map, prev_y, new_y, new_x);
} else {
apply_vertical_tunnel(map, prev_y, new_y, prev_x);
apply_horizontal_tunnel(map, prev_x, new_x, new_y);
}
}
map.rooms.push(new_room);
}
}
let stairs_position = map.rooms[map.rooms.len() - 1].centre();
let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
map.tiles[stairs_idx] = TileType::DownStair;
let start_pos = map.rooms[0].centre();
return Position { x: start_pos.0, y: start_pos.1 };
}
}